I would have even settled for fifteen distinct arenas and forgone the entire angle of fighting across several sections of a given arena. However, the five arenas available in the game all have three segments and I would have easily settled for seven arenas of two segments. It looks like Capcom traded quantity for quality, and that's all well and good. About another three battles would have felt better than the shortchange we get, with a measly three regular battles and two "boss" battles. The second thing that irks me with this game is (assuming you can tell what's happening) it's too freaking short. The problem isn't there in the 1-on-1 battles, or in Adventure mode, but in 4 player Arcade mode, you're almost always at a loss for what is actually going on. Far more often than not, I found myself frantically slapping the attack button and spinning the analog stick around, hoping I was hitting something, anything at all. I have a pretty big television to play on and, as a left over bad habit of my childhood, I sit entirely too close to the screen. However, when a four way battle starts, it's next to impossible to keep track of where your character is and what the hell they're doing. I'm a big fan of using all four controller ports on the old Dreamcast. For one thing it's designed as a four player battle royale. It's a tie as to which of two things irritates me most about Power Stone 2. The wacky special moves are still present and accounted for. PlanetDreamcast | Games | Reviews | Power Stone 2
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